Project Name | Stars | Downloads | Repos Using This | Packages Using This | Most Recent Commit | Total Releases | Latest Release | Open Issues | License | Language |
---|---|---|---|---|---|---|---|---|---|---|
Voxelspace | 5,657 | 2 months ago | 3 | mit | C | |||||
Terrain rendering algorithm in less than 20 lines of code | ||||||||||
Veloren | 4,077 | 7 hours ago | 1 | gpl-3.0 | Rust | |||||
An open world, open source voxel RPG inspired by Dwarf Fortress and Cube World. This repository is a mirror. Please submit all PRs and issues on our GitLab page. | ||||||||||
Godot_voxel | 1,712 | 5 days ago | 137 | other | C++ | |||||
Voxel module for Godot Engine | ||||||||||
Voxelplugin | 1,280 | 7 months ago | 273 | mit | C++ | |||||
Voxel Plugin for Unreal Engine | ||||||||||
Dungeontemplatelibrary | 1,024 | a day ago | 3 | bsl-1.0 | C++ | |||||
🌏: Dungeon free resources (terrain & roguelike generation) | ||||||||||
Ue4voxelterrain | 547 | a month ago | 21 | mit | C++ | |||||
Unreal Engine 4: Smooth voxel terrian example | ||||||||||
Godot_goodies | 396 | a year ago | ||||||||
Collection of nice stuff for Godot | ||||||||||
Marching Cubes Terrain | 389 | 2 years ago | 14 | mit | C# | |||||
Marching Cubes terrain implementation in Unity using the Job System and the Burst compiler | ||||||||||
Filetovox | 364 | 6 months ago | 5 | mit | C# | |||||
Tool for convert files into Magicavoxel file | ||||||||||
Voxelgame | 339 | a month ago | 9 | other | GDScript | |||||
Voxel world prototype made with Godot Engine |
This project's main goal is to generate and visualize terrain built using voxels. It was achieved using different approaches and computing technologies just for the sake of performance and implementation comparison.
There is a list of technologies used in this project:
The whole terrain generation process was implemented using sequence algorithms for CPU and then using parallel equivalents for Microsoft DirectCompute and Nvidia CUDA. Performance boost for parallel versions is significant and can be measured from tens to even hundreds.
Generation process utilizes the following algorithms and features:
Visualization is made through DirectX 11. In order to obtain some eye candy effects the following algorithms were implemented:
Some screenshots presenting the final effect can be found here.
There are some prerequisites:
The solution uses some wrappers around native CUDA and DirectX libraries:
There are some sample textures in repository. Each one contains color, displacement and bump map.
MIT